/Engine/Source/Runtime/MovieScene/Public/Evaluation/PreAnimatedState/MovieScenePreAnimatedStateStorage.h
Look at any entity with the specified component types, and set up new associations with storage indices for those entities The provided component values are put together to make up the storage key WARNING: Does not cache actual pre-animated values
template<typename TaskType, typename... ContributorTypes> void BeginTrackingEntitiesTask ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker, const TaskType & InParams, [TComponentTypeID](API\Runtime\MovieScene\EntitySystem\TComponentTypeID)< ContributorTypes >... InComponentTypes )